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44 messages · Page 1 of 1 (latest)
then once the player leaves it saves to a datastore
then the script would check if the player's 'water arena' value is equal to true and if they have enough funds to purchase it
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if u did it would have worked
datastore
read what i wrote
its basically that
use datastores
any errors?
why do you have the if not part.Parent
how can it not have a parent if it gets registered by workspace:GetChildren()
well
the way ur script is doing it
is that
if it DOESNT have a parent
it adds it to the table
i dont understand the logic behind that
if you were to save the touchedParts
you'd have to save them somewhere
so that when the player leaves the script can still detect those parts and delete
maybe like parent them to a folder and then check for _, part in folder
just make database
make table with all areas in descending/ascending order
save current area
player leave save area again
player join get saved area
he is attempting to save all the deleted parts
loop through table and delete the parts under that
but i assume he used :Destroy()
even easier then
so yea he needs to parent the parts to a folder inside the player or smth